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  1. #5771
    Player
    CGMidlander's Avatar
    Join Date
    May 2014
    Posts
    1,819
    Character
    Height Error
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Dervy View Post
    Another is Turn 11. I go for the Sphere first, H - IDC - P. Then switch to Egg and do IDC - H - P, at which point, I jump back to the Sphere and reapply P, TTT, then continue the priority rotation as normal.
    That's damage padding. The egg has HP regen.
    (3)

  2. #5772
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Is Holy in CS supposed to be doing more than double my Doomspikes? Didn't expect WHM's AoE to be much more effective than a DPS job's. With HS and B4b, doing about 550ish on DS, 380-400ish with just HS. Meanwhile, Holy is doing 900-1200+. I'm, i120 but I have augmented magitek spear, when I finish gearing BiS, will the damage gap be a bit better, or are our DS just meh? Hell, even my Dragon Fire Dive only does like 700-850 fully buffed unless it crits, still weaker than Holy. :/

    I feel like when burning down adds or trash, using 1500-2000 TP's worth of DS over the course of 30 seconds or so maybe takes only 30% of the groups' HP, whereas Holy spamming takes off huge chunks.
    (0)

  3. #5773
    Player
    Mibhas's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    136
    Character
    F'mibhas Hena
    World
    Odin
    Main Class
    Lancer Lv 80
    White Mage AoE is, while they have mana, incredibly good; it's 240 potency after all. The reason they don't tend to do it often it's because it also cosst a lot of mana, and because they often have more important things to do (like healing).
    (0)

  4. #5774
    Player
    Outfoxed's Avatar
    Join Date
    Apr 2015
    Posts
    55
    Character
    Cydney Highwind
    World
    Leviathan
    Main Class
    Lancer Lv 60
    Can someone explain why you wouldn't use B4B+IR immediately after HT? This is from reading the google docs version which says to use B4B after disembowel.

    ID->HT in the DRG rotation is the strongest 8 skill sequence in the DRG rotation.

    This is further aggravated by the fact that IR+B4B are multipliers and have synergy with each other.

    furthermore in solo content, parties with another DRG or no bards:


    HT -> IR+B4B -> Phb -> ID -> Db -> CT -> TT -> VT -> (IR falls off) FT -> HT (B4B falls off)

    Pros:

    IR + B4B multipliers have synergy with each other.
    B4B is active on the highest potency 8 skill sequence of DRG moves.
    Phb DoT moves up 3 GCDs or 2.5 DoT ticks

    Cons:
    CT DoT back 1 GCD
    Db back 1 GCD (as a result, its late application does not apply to Phb and 1 AA for a grand total of 17 potency)

    You will have a hard time mathematically proving that the accepted rotation is superior to that in cases where there are no bards or another DRG.
    (0)

  5. #5775
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    It's common knowledge that using BFB after HT is better for 8 GCD BfB sequences. The Google Doc I assume you're looking at is Thendiels, where it's based off the 9GCD BFB benchmark that a lot of us have adopted. Using BFB before CT with 9 GCD allows you to stack up more high-potency BFB usages in the long run. Download this sheet and have a play with it. https://docs.google.com/spreadsheets...zjRXlwb7gUCB8U


    So, we're using BFB + IR after HT ye? With 520 CRT, we're guesstimating 20.3% Critical Hit Rating. Let's use a GCD of 2.45s. We're adding one additional tick at the end of this rotation to take into consideration the bad timing of global ticks.


    H P IDC TTT H
    170 + (30*6) = 350
    180 + 220 + (250*1.1) + (35*4) = 275 + 140 + 180 + 220 = 815
    815 + 350 = 1165 * 1.15 * 1.3 * (1 + 0.5*20.3%) =
    1339.75 * 1.3 * (1 + 0.5*20.3%) =
    1741.675 * (1 + 0.5*20.3%) =
    1918.4550125 / 24.5 = 78.304 Potency Per Second

    vs

    H IDC P TTT H
    (170*1.10) + (30*5) = 187 + 150 = 337
    180 + 220 + (250*1.1) + (35*5) = 275 + 175 + 180 + 220 = 850
    850 + 337 = 1187 * 1.15 * 1.3 * (1 + 0.5*20.3%) =
    1365.05 * 1.3 * (1 + 0.5*20.3%) =
    1774.565 * (1 + 0.5*20.3%)=
    1954.6833475 / 24.5 = 79.783 Potency Per Second

    Difference of 79.783 - 78.304 = 1.479 PPS.
    (0)

  6. #5776
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    The last time I did napkin math on it, you lose enough out of AAs (DET / BfB uptime) to cancel out the benefit. But it wasn't a thorough search or anything.

    I still get 9 GCD BfB now and then (thank you based Selene).
    (0)

  7. #5777
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Yeah, I'll have to double check later on to include AAs. That's something I genuinely forgot to do a while back when you first mentioned the potential to lose out on a buffed AA.
    (0)

  8. #5778
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    Ah hello again dragoonies. So while (re)making the simulator, I revamped the way it does skills and now skill delays are a big thing.

    Why am I telling you guys this? Because dragoons are the class most affected by skill delays, which clips into their rotation, etc.

    So while the simulator hasn't been released yet progress is being made (mostly cause C# doesn't have a binary tree/heap solution, which is odd...? So I have to write one), I wanted to give you guys a heads up to maybe try to look into getting some data on animation delays (especially jumps).

    Right now based on personal experimentation and random spamming, I currently have numbers similar to this...

    On GCD abilities - ~1.0-1.2 sec delay
    Off GCD cds - ~1.0-1.2 sec delay
    Leg sweep - cancels previous animation and has a 0.5-0.7 sec delay. This one is tricky to simulate.
    Jumps - ~1.5-1.7 sec delay.

    Also as a heads up likely DRG will be the first class supported, cause aside from animations its pretty simple to plug in (no procs or such), and you guys as a community have a wealth of data to use.

    Also also as a heads up I need better damage formulas. kthx.
    (0)
    Last edited by pandabearcat; 05-22-2015 at 02:11 AM.

  9. #5779
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    ((WD*0.0437052+1)*(AP*0.0763653+4.4581293)*(DET*0.0006116+1))

    ((AA_DMG*0.0.0388814+1)*(STR*0.0717908+3.5421066)*(DTR*0.0014237+1))

    Is what I'm working with at the moment for the Dragoon. Its a WIP model for Damage, it'll be within +-1 off in damage, but use it for now for your Dragoon sim. Only works for DRG.

    I've been kind of busy lately so I've not been able to out some time and gather job data.

    EDIT: LMAO, Dragoon receiving an ability very similar to what I predicted/ suggested ages ago.

    Blood of the Dragon "mode/stance/buff"
    Adds a proc to all of your thrust abilities, which allows you to enter 4th combos and additional tiered skills. There's one other thing that I also forgot, I have it all recording atm anyway.

    Reduced Jump animation also (lolol)
    (1)
    Last edited by Dervy; 05-22-2015 at 03:00 AM.

  10. #5780
    Player
    PROBOUND's Avatar
    Join Date
    Sep 2013
    Location
    Limsa
    Posts
    586
    Character
    Butta Stackz
    World
    Midgardsormr
    Main Class
    Gladiator Lv 80

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